L L4D2node

InstancedAutoGeneratedSoundScene

0x00813980 · 271 bytes · __cdecl

_Z32InstancedAutoGeneratedSoundSceneP9CBaseFlexPKcP7CHandleI11CBaseEntityE

Decompiled

undefined (3 params)

/* InstancedAutoGeneratedSoundScene(CBaseFlex*, char const*, CHandle<CBaseEntity>*) */

longdouble InstancedAutoGeneratedSoundScene(CBaseFlex *param_1,char *param_2,CHandle *param_3)

{
  CSceneEntity *pCVar1;
  undefined4 uVar2;
  CSceneEntity *this;
  char *pcVar3;
  CSceneEntity *pCVar4;
  undefined4 *puVar5;
  longdouble lVar6;
  
  if (param_1 != (CBaseFlex *)0x0) {
    this = (CSceneEntity *)
           CBaseEntity::CreateNoSpawn
                     ("instanced_scripted_scene",(Vector *)&vec3_origin,(QAngle *)&vec3_angle,
                      (CBaseEntity *)0x0);
    pcVar3 = (char *)UTIL_VarArgs("AutoGenerated(%s)",param_2);
    pCVar1 = this + 0x724;
    V_strncpy((char *)pCVar1,pcVar3,0x80);
    pCVar4 = (CSceneEntity *)0x0;
    if ((pCVar1 != (CSceneEntity *)0x0) && (this[0x724] != (CSceneEntity)0x0)) {
      pCVar4 = pCVar1;
    }
    *(CSceneEntity **)(this + 0x444) = pCVar4;
    puVar5 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
    uVar2 = *puVar5;
    this[0x718] = (CSceneEntity)0x1;
    *(undefined4 *)(this + 0x714) = uVar2;
    CSceneEntity::GenerateSoundScene(this,param_1,param_2);
    (**(code **)(*(int *)this + 100))(this);
    (**(code **)(*(int *)this + 0x94))(this);
    (**(code **)(*(int *)this + 0x354))(this);
    if (param_3 != (CHandle *)0x0) {
      puVar5 = (undefined4 *)(**(code **)(*(int *)this + 0xc))(this);
      *(undefined4 *)param_3 = *puVar5;
    }
                    /* WARNING: Could not recover jumptable at 0x00813a73. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    lVar6 = (longdouble)(**(code **)(*(int *)this + 0x3d4))();
    return lVar6;
  }
  Warning("InstancedAutoGeneratedSoundScene:  Expecting non-NULL pActor for sound %s\n",param_2);
  return (longdouble)0;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)